/**
**************************************************************************************
*Founder Effect                                                                      *
*Copyright (C) 2006-2007, 5d Studios (www.5d-Studios.com)                            *
*                                                                                    *
*This library is free software; you can redistribute it and/or                       *
*modify it under the terms of the GNU Lesser General Public                          *
*License as published by the Free Software Foundation; either                        *
*version 2.1 of the License, or (at your option) any later version.                  *
*                                                                                    *
*This library is distributed in the hope that it will be useful,                     *
*but WITHOUT ANY WARRANTY; without even the implied warranty of                      *
*MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                   *
*Lesser General Public License for more details.                                     *
*                                                                                    *
*You should have received a copy of the GNU Lesser General Public                    *
*License along with this library; if not, write to the Free Software                 *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA      *
**************************************************************************************
*/
#include "StdAfx.h"
#include "Inventory.h"
#include "EntityManager.h"
//#include "IWeapon.h"
//#include "IEntity.h"

//template<class T>
//Inventory<T>::Inventory(void)
//{
//    m_current = 0;
//    EmptyBin();
//}
//
//template<class T>
//Inventory<T>::~Inventory(void)
//{
//}

/** Since we released these entities from the EntManager,
 *  we need to add them back
 */
//template<class T>
//Inventory::~Inventory(void)
//{
//    EntityManager* entMng = EntityManager::GetInstance();
//    type_Bin::iterator it = m_itemBin.begin();
//    for(; it != m_itemBin.end(); it++ )
//    {
//        if ( *it ) { // FIXME - appears to be a leak
//            entMng->AddEntity( *it );
//            delete *it;
//        }
//    }
//}


/** Remove All */
//template<class T>
//void Inventory<T>::EmptyBin()
//{
//    // EntityManager* entMng = EntityManager::GetInstance();
//    type_Bin::iterator it = m_itemBin.begin();
//    for(; it != m_itemBin.end(); it++ )
//    {
//        if ( *it ) { // FIXME - appears to be a leak
//            // entMng->AddEntity( *it );
//            //delete *it;
//        }
//    }
//    m_itemBin.clear();
//}